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Post-action groups


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I think KSP should add these things I came up with called post-action groups.

Basically in the action groups tab, you are limited to certain keys. But if you add the post-action groups, you can add a second action to that key.

Let's take Custom01 for example, I set that to toggle my first rocket engine.

Then I set a post-action group to toggle my second rocket engine.

Then while I'm ingame, I'd press a button to switch between post-action group or actual action group.

So let's say I'm ingame and I just pressed 1 to toggle my first engine, now I want to toggle my second one,

I'll press ALT (or whatever key) + 1 to use my post-action to toggle my second engine.

And we should be able to use a post-action group for each action-group key.

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True, but you could simply use two action group buttons to switch between the two engines. Personally, I've never even dreamt of a craft that would take up all of the action groups, so I'm not sure this is a big enough issue yet.

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True, but you could simply use two action group buttons to switch between the two engines. Personally, I've never even dreamt of a craft that would take up all of the action groups, so I'm not sure this is a big enough issue yet.

I respectfully disagree. :) I run out of action groups all the time! My last large design was a Duna colony ship. Once in Duna orbit it drops 4 different unmanned landers and 2 identical manned ones. Each of those landers used 4-6 action groups. The 2 manned ones each used 6. The mothership initially used 8.

Overlapping all the landers worked, but the mothership AGs had to be unique since the landers would be docked to it. So 6 for landers + 8 for mothership = I didn't have enough. ;) I ended up using the right-click menus for some things that would only happen once.

I sure wasn't going to give up my "signature" lighting scheme, with separate circuits for nav lights, strobes, docking lights, and floodlights. That's 3 action groups plus a customized "U" key just for my lighting. :)

Back around 0.19 I built an enormous mobile crane that could handle full 3.75m fuel tanks. I put so many moving parts on that monster I ran out of AGs. And back then I only had 2 lighting circuits.

I've seen a mod that allows for 250 AGs. I've been giving it serious thought. It isn't like I can share my ships anyway, since I use over a dozen mods.

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True, but you could simply use two action group buttons to switch between the two engines. Personally, I've never even dreamt of a craft that would take up all of the action groups, so I'm not sure this is a big enough issue yet.

The entire point of this suggestion is for people who run out of action groups. :P

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I think they should just make it so each stage has it's own set of action groups. For example, why would I want to deploy solar panels during the launch stage? Well I wouldn't but that action group is reserved for solar panels because that's the only way. If each stage had it's own set of action groups that wouldn't be an issue.

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I think this is equal to staging in action groups which has been already suggested several times (and would not be bad thing, IMO). For instance, first press of backspace would release the decoupler and fire LES, second press would decouple LES, third would open chutes. Whole sequence in single key.

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There is a mod that addresses this that I saw a few days ago. It adds 250 action groups. I am considering installing it myself. I don't know about 250 actions, but 20 would be just about right for my purposes right now.

http://forum.kerbalspaceprogram.com/threads/74195-Action-Groups-Extended-%28Ver-1-3-KSP-23-5%29-250-Action-Groups-in-flight-editing

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